How HEALING Has CHANGED In FFXIV

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  • เผยแพร่เมื่อ 18 ต.ค. 2024

ความคิดเห็น • 67

  • @IrideaeSnowbloom
    @IrideaeSnowbloom ปีที่แล้ว +102

    "Healing... has changed. It's no longer about rotations, classes, or player race. It's an endless series of proxy battles fought by tanks and dps. Healing, and its replenishment of life, has become a well-oiled machine. Healing has changed. Tank stanced tanks carry tank weapons, use tanking gear. Buffs inside their bodies enhance and regulate their abilities. Crowd control, enmity control, AoE control... dungeon control. Everything is monitored and kept under control. Healing - has changed. The age of stoneskin has become the age of cure. All in the name of averting catastrophe from Tankbusters. And he who controls the dungeon, controls the run. Healing has changed... When the dungeon is under total control, healing becomes routine."

    • @redbard4300
      @redbard4300 ปีที่แล้ว +4

      Best comment I've read this week, not an easy quote to reference, has way more effort in it compared to the average comment.
      Also I just love MGS so I'm biased. 10/10

    • @kevinsaladar149
      @kevinsaladar149 ปีที่แล้ว

      Nice poem!

    • @edgarlarios4718
      @edgarlarios4718 ปีที่แล้ว +1

      Quotation excerpt from "Old Snake" during play sessions of FFXIV after retirement.

    • @Roy5556
      @Roy5556 ปีที่แล้ว

      Based comment and godlike reference. 12/10

    • @TheEPICskwock
      @TheEPICskwock ปีที่แล้ว +2

      Otacon was the best support

  • @Ascarion47
    @Ascarion47 ปีที่แล้ว +37

    You guys pretty much nailed what's problematic with healing at the moment. That is exactly why after having been a scholar player for years, i now tank.

    • @elgatochurro
      @elgatochurro ปีที่แล้ว

      prefer the healing focus though

  • @DeadEye935
    @DeadEye935 ปีที่แล้ว +13

    The ideal that the devs seems to want to have is that everyone can play their job and not be worried about someone else getting upset at them for playing it wrong or not being good enough.
    So stuff like cleric stance or the old tank stance is a cool idea in a vacuum but then you add in the social component and it turns into a nightmare. Maybe you get grouped with someone that expects you to play optimally, never needing to use the safer options because you have the job mastered. Maybe you get grouped with someone that just values being safe and consistent and just wants to get a clear without taking risks. Maybe these risk/reward systems are turning people away from the jobs before they can even give them a chance. Easier to be a dps and "blend in" than a tank or healer where bad play is immediately recognizable.
    Don't get me wrong, I absolutely want more interesting damage options for healers, and more risk/reward for tanks outside of potentially blowing MP on a TBN that doesn't pop would be great. I just don't know how they could achieve this while also keeping the jobs welcoming. Its a tough predicament.

    • @eolendes6432
      @eolendes6432 ปีที่แล้ว +3

      There is a leveling system in this game. Jobs should be welcoming at lower leves and naturally get more complex as you progress. It's absolutely ludicrous that the healing gameplay barely evolves beyond 1 button spam from the lower levels to the higher ones.

    • @Val_Grnnx
      @Val_Grnnx 10 หลายเดือนก่อน

      @@eolendes6432 Healing gameplay does evolve through the levels; at some point you're expected to drop gdc healing in favor for ogcd healing. The problem there is that the game doesn't really teach you that

  • @Thessalin
    @Thessalin ปีที่แล้ว +18

    I'm a WoW refugee. Started right before EW launched. Hearing about some of the old stuff makes me sad. I love Astro so much, but learning about the old buffs and how they work make me a sad panda. Having a few more damage things would be lovely. Spamming all of 3 things is just sad. I get it, but yeah. Too much WoW like imo. I love WoW healing too. (Especially prog like you mentioned.)

    • @delia2923
      @delia2923 11 หลายเดือนก่อน

      Healing is so much fun ❤ the adrenaline rush, even as a mistweaver 😂

  • @jeremylai4272
    @jeremylai4272 ปีที่แล้ว +2

    Comments months after but my 2 cents as well. Was a healer main and just got bored of stagnant encounter/healer design as well at the end of the first Pandaemonium tier. Engine and technical limitations play a big role too in why they've gone the route they have, especially a self imposed one. If I'm not wrong, the tick system of every 3 seconds was employed because they wanted to be able to have the servers manage the load better. WoW has much snappier damage and more sources of incoming damage because all damage don't have to strictly adhere to the server tick system (aside from raid wides maybe). They have impeccable ticks which operate more independently, it's why you see some dots ticking twice per second or other variable hits for dots. Because FF14 is a lot more strictly calculating after every server tick for position and damage, they don't have the flexibility to do dot/rot damage in encounter design. It's why you see a lot of the damage instances being delayed moderate instances of damage on the raid, raidwides spread out, and rarely rot mechanics or dots (aside from like soft enrages where it might be a little faster like tumults in E4S or TEA Tornado Kick). How do they up the ante then? Puzzle like mechanics that are complex to figure out initially, but once you do, you follow a dance routine to resolve it. Make it harder to "cast" heals while dancing. But in this day and age where all healing is basically instant cast OGCDs, and range/radius of heals are ungodly, it's all basically planned and solved. This game doesn't have pseudo-randomness or chaos to damage sources, because of their self-imposed restriction with ticks. Heals just don't have the reactivity you need for more frequent damage applications. "Instant" casts aren't truly instant IMO because there is still the animation delay before the heal applies/server says so, which is why dot damage is hard to add in especially on squishier classes and increasing dot potency will be hard because of the tick application and the variability to instant OGCDs. I will say that they did improve on this in Endwalker because it does feel damage and to a certain extent, healing is a lot more immediate. Current design is you know exactly how much damage will go out when and what tools are sufficient to handle it. They need to increase the damage that is dished out but not by adding a dot or 2, or raising the damage of dots and raid wides, but knowing how to make damage come out more consistently. You could lowering the ceiling but increase the amount coming in but again, I think with how they have the tick system, it's hard to implement that.
    If keeping this design, they could refine how damage abilities can give resources to access our powerful ogcd healing for a builder spender design (I also wish they would lower the potency of ogcd healing, place them on the gcd but that's a different discussion) or improve on the idea that powerful healing resources will give you access to damage options to make gameplay more exciting. There is a lot they can do but I don't think the dev team actually has healer mains that understand how stagnant it has become. Healing was fun in Coil (everyone was new) and the mechanics were very nice in HW and Stormblood to add complexity to healing. There is also the counter argument that "spamming 1 gcd to heal isn't different from spamming 1 gcd to deal damage" and that is why we need more interesting design. More complex dps means new players will have a harder time getting in (which to me I'm more for complexity since I want to learn and do well, but you have players who can't handle that), more interactive healing and you'll get players who can't handle the stress or pressing the right buttons to heal optimally. I think they're in a damned if you do, damned if you don't situation, but one they put on themselves with who they listen to, their own design philosophy.
    It also doesn't help how the community has developed to be a lot more damage centric, dealing more damage so you see less and heal less. This isn't wrong inherently, but I find it funny that especially on FFLogs, you judge a healer's worth based on how much damage they deal while keeping the party alive.

  • @amalanparty
    @amalanparty ปีที่แล้ว +6

    AST was my favorite during HW and parts of SB before I went SCH sometime after when I wanted to be a healer. AST having its old buffs were really fun, and while everyone and myself fished for balance 90% of the time, the usage of other cards were always fun to incorporate when RNG didn't favor you. That or just Enhance Arrow a BLM and watch them go ham with all the Fire IVs.
    I still find healer fun in current EW, even as I stopped doing raiding as a whole, but there's no way I could stay playing one in raid with how much I do miss the little nuisances from before.

    • @kiakill16
      @kiakill16 ปีที่แล้ว

      whats you current healer main?

  • @galloviking4766
    @galloviking4766 9 หลายเดือนก่อน +1

    As a healer you're punished for playing with a good group. It's just 2111111 until someone messed up.

  • @Canned_Corn_isgood
    @Canned_Corn_isgood ปีที่แล้ว +14

    I want to HEAL. I want to feel like I am doing SOMETHING but it just feels like…the least amount of healing and the most about of dps I can put out and it just feels bad.

    • @CaerEsthar
      @CaerEsthar  ปีที่แล้ว +1

      Yeah that's 100% what good healing in FFXIV is - minimizing as many GCD heals as you can. I'll tell you what though, if you go in with a static and use the gear sync spreadsheet, old fights require a TON of healing: docs.google.com/spreadsheets/d/1HjZB9wSokd5yZGgNwRlV4bbfCr3cXQLD5SMdArF0iS4/edit#gid=0

  • @zidaryn
    @zidaryn ปีที่แล้ว +1

    For me, I have the most fun as healer when things go a bit sideways.
    Ex: I was running Astro (pre Endwalker) and the tank barely made the iLvl reqs for the dungeon we were doing. First pull they fell like tissue paper. I then switched to shield Astro and then proceeded to keep the tank always shielded so we could do the run.

  • @th0rne_999
    @th0rne_999 ปีที่แล้ว +3

    My god, I agree exactly. I love progging on healer, there's those oh shit moments when people are dying and it's on you to recover or wipe. It's fun to try around with how to solve different damage mechs and what resources to use, but the moment, THE MOMENT prog stops and all that is figured out and it just becomes tgis constant slog of spamming your one damage ability and dropping the same heals at the exact same time every time... it becomes so incredibly boring and that's when I start clearing it on everything else.
    I do think every job gets boring once you optimise it, but significantly less so than healer. It genuinely puts me to sleep.

  • @bryantgutierrez9191
    @bryantgutierrez9191 ปีที่แล้ว +3

    I’ve been healing since ARR, I wasn’t the best but I got thru all the coils and still down to PS8. For sure we got bloated actions up to Stormsblood but each just as necessary as the last. Now I still feel the stripped down homogenous feeling of all 4 jobs despite their major differences. For sure we can’t have old AST cards since TP isn’t a thing, or SCH now still having Misasma 2 + Spread cause that would be OP! But for sure I do miss the times choosing a class was a serious debate as I ran all 4 jobs this expansion Raids no problem. The only plus being that they made P5-8 actually needing to heal and so I hate the casuals that complained and made Yoshi-P aware they weren’t good at healing!

  • @ulibarriL
    @ulibarriL ปีที่แล้ว +2

    I agree with this assessment for the most part. However, it's going to take more than an additional damage button to make healer more interesting post prog, and managing DoTs has got to be one of the most tedious mechanics in the game. Some people enjoy it though, but definitely not everyone. The dev team very likely will not go this direction again for healers, ever.
    An issue I did not hear brought up is the fact that post prog sucks for healers because many of its responsibilities can be covered by the other roles in the game. Mitigation, heals, and even raises can be covered by other jobs, which means outside Rescue, there is nothing unique to healers. They are simply more efficient at it, but with a group of skilled players, that efficiency is redundant.
    This is quite possibly the biggest issue with healers in this game. Some if not most of this need to be stripped from the other roles and this will give healers more to do post prog. Most healer mains I know want to do what they signed up to do: Heal. They only want additional damage buttons because there isn't anything else for them to do. They'll take additional healing requirements over doing more damage any day of the week.

  • @Eisenight
    @Eisenight ปีที่แล้ว +8

    I think this is just simply the case of the inevitable. Keeping the healing tech hard to play will turn off newer player from trying it. Keeping older player is not exactly sustainable as they will leave. So thusly began the delicate balance of keeping the older players satisfied whilst not alienating any potential newcomers. Likewise, trying to keep everyone happy will not make anyone happy. So I would assume they are opting to favour the newer players more than the older ones. Such is life, we make path for the younger ones afterall.

    • @fixo5132
      @fixo5132 ปีที่แล้ว +2

      Yeah but not all new player want to be pressing one button tho... I would even say most of them want to be engaged and have fun. The number of time i read "this game is boring , I play WHM and i'm lvl 50 , will it get better ?" on Reddit is kinda scary. I'm pretty sure Healer right now isn't for anyone (speaking as a healer main, cose f my life).

    • @delia2923
      @delia2923 11 หลายเดือนก่อน +1

      I still want to say, WoW still manages to be popular with complicated battle system, because that’s the audience WoW attracts from new players, and this population is not small. Unless ffxiv only want the RP new players, the battle has to be fun again.

  • @billy65bob
    @billy65bob ปีที่แล้ว +3

    I've been playing healer since Stormblood.
    I started as CNJ/WHM... When I made my character I genuinely thought it was a black mage subclass that specialised in earth and wind magic (with THM being Fire + Water/Ice)... how wrong I was.
    I enjoyed its class fantasy a lot, but I found the class rather boring to play, so when I hit the level cap, I branched out to the next healer, Scholar, and almost instantly fell in love.
    The class sold this fantasy of being a super powered accountant, and having to manage those DoTs on top of managing health and debuffs was tremendously fun.
    Sadly it all came to an end with Shadowbringers.
    Since then, healing (and tanking too) has basically been reduced to a "role glamour".
    I know asymmetric balancing is hard from a game design perspective (e.g. consider how MCH got snubbed by PUGs a few raid tiers back), but they've utterly screwed the pooch.

  • @lu1gi92
    @lu1gi92 ปีที่แล้ว +2

    You chose my favourite youtuber and streamer for healing :D and that made me suscribe ,you know the best.

  • @Belodri
    @Belodri ปีที่แล้ว +13

    As a healer main I don't get why so many people are calling for a more involved dps rotation on healers. If I wanted that I'd play a dps.
    What I'd love to see is way higher healing requirements so that gcd healing,even single target gcd healing, and actual MP management would become more of a thing. It's why p8s p2 is a lot of fun!
    Not sure why the community treats healers actually wanting to heal like such a radical idea though.

    • @HoennAngel
      @HoennAngel ปีที่แล้ว +6

      It's because the fights as is punish you for that inherently by nature of their design - every time you press Medica 2, you've lost damage that you don't get back.
      In any case, consider the problem with healer dps rotation not "I don't want to heal" and more of "When I'm not healing, it is boring". To a degree, AST is an exception as it hides this issue behind all the card work that needs doing, but that's not quite the same thing.
      You then consider that the only healer that has an actual gameplay loop between its dps and healing is WHM through the lilies system. SCH loses damage when using Aetherflow on energy drain, and SGE loses damage when setting up shields for Toxicon (unless the boss is untargetable).
      Combine all of these together and you have:
      - healers avoiding GCD heals as much as they can by fight design
      - healers avoiding GCD heals as much as they can because they lose damage they cannot get back
      - unsatisfying gameplay loops once a fight is solved
      Keep in mind that for your p8s phase two example, the most brutal mechanics in the fight happen when the boss CANNOT be hit.
      To have a world where, as you say "higher healing requirements so that gcd healing, even single target gcd healing, and actual MP management would become more of a thing.", the game would require to be fundamentally different in at least 1 aspect. It could not remain the same without breaking either end (either dps checks become way too easy, or borderline impossible)
      Either the fights would have to be designed around an assumption that healer dmg is minimal, if existent at all, or healer jobs would need to have a gameplay loop to compensate from lost damage casting GCD heals.

    • @Orih9
      @Orih9 ปีที่แล้ว +1

      If you were to open up any recorded savage clears over on FFlogs, select any healer player, and look at the breakdown of their casts, what you'll find is that healers spend roughly 60% of all their casts on Glare, Broil, Malefic, and Dosis, and this is in the savage environment. This is the problem that many players have with healers--they don't want over half of their gameplay to consist of mashing a singular attack spell, and keep in mind this is savage level fights. Easier content, like dungeons or alliance raids, have you spend a lot more time on your basic attack spell because you'll heal a lot less frequently.
      Players want to have more varied gameplay always, not just when in savage or when progging the most difficult fights in the game. Healing should always be fun regardless of skill or content difficulty, and one-button spam is the opposite of fun. It's a punishment. In order to shift focus away from spamming your basic attack spell, you need to increase the frequency of outgoing damage, but think about that for a moment. If you want players to attack less and heal more, you need to pressure all of their healing cooldowns and force them to prioritize healing GCD spells but running them dry of OGCD healing abilities--you need to force the healer to stop spamming Broil and start spamming Physick, Succor, and Adloquium instead. Think about how much you'd have to increase the amount and frequency of outgoing damage by in everything from dungeons to ultimate in order to accomplish that. Could our relaxed and casual-friendly community handle that massive spike in outgoing damage? And how would that resolve the overall lack of damage found in the last 10 years of content? And how do you resolve the issue of not needing to heal in solo content?
      Players are not asking for more damage spells because they don't like healing or don't want to heal. They just want to be rewarded for healing well and have a fun and unique gameplay experience regardless of whether or not healing is needed all the time no matter what type of content they're playing, whether they're soloing the MSQ or a Deep Dungeon, progging Savage, farming treasure maps, or anything else this game can offer. The current healer design philosophy is a total failure at offering that.

  • @pumpkingamebox
    @pumpkingamebox ปีที่แล้ว +2

    I used to be in denial about the healer decline. But when someone managed to complete top without healers. That just broke me. We are truly an unneeded class anymore.

    • @Nazuiko
      @Nazuiko ปีที่แล้ว

      Instead of giving tanks (Warrior, mainly) more fun damage tools they get more ... party utility and healing abilities.
      Gunbreaker NEEDED Corundrum, it was way too soft in ShB, and we got Double Down which isnt really risk/reward but it does have a tradeoff but I dont think Bloodwhetting is the same degree of importance to Warrior when they could be getting similar "finishing moves" as Confiteor and Double Down.

    • @pumpkingamebox
      @pumpkingamebox ปีที่แล้ว

      @@Nazuiko I have no idea what half of those words mean, lmao.

  • @phya9324
    @phya9324 ปีที่แล้ว +2

    As a healer who hasn't played since the end of Stormblood and is planning to come back, this is helping the transition to start playing again

    • @CaerEsthar
      @CaerEsthar  ปีที่แล้ว +1

      Welcome back! This newest raid tier is a lot of fun.

  • @Zoeila
    @Zoeila ปีที่แล้ว +1

    the problem is way too many ogcd heals they need to be stripped back to HW levels so we actually have to GCD heal

  • @solosfate5756
    @solosfate5756 ปีที่แล้ว +9

    When they changed how healing worked when SB came out, I actually took a year off the game. I hated the changes, it took away all the risks and made it safe. It wasn't about skill and making decisions anymore. SCH is a shadow of its formal self and AST is just a WHM without holy now. I still play FF14 to this day, but I don't play healer as much anymore.

    • @Nempo13
      @Nempo13 ปีที่แล้ว +5

      SCH feels gutted entirely. I mean the class story fit the fact you had dots for days as the whole story you are learning about curses and poisons and how to both use and protect from them! Remember, SCH was the only heal class to have aoe esuna (Selene cast it, Eos did not have access to it)!
      It doesn't help that Sage plays closer to old healers and the other 3 are still stuck spinning their wheels. They need to give SCH back their dots and Astro back their unique buffs. Hell let them have the buffs they have now, but add more to them, like have armor grouping special buffs. For example have Arrow cause dancers/bards to proc their skills more often and give mech faster energy/heat generation or something. Let the Astro have a noticeable effect on the group for KNOWING the cards. SCH ALSO absolutely, positively, NEEDS it's AoE dot spread back. The class is literally all about shielding enemies and grinding down their enemies. Tactics, strategy, planning, the class story is completely about poisons and curses on top of the strategy...nothing fits this better than making it the DoT king it used to be. Oh no but then after all the dots it won't have much of a damage skill to spam they worry? With 5 dots on top of healing, they rarely touched any other damage spell anyway. Also, give SCH back another extremely unique thing, let the damn faerie cast esuna again! One of the absolute perks of being SCH in ARR was that Selene could cast esuna on her own. GOOD SCH knew when to use Eos and when to use Selene as they had DIFFERENT TOOL KITS! Both could heal but Selene could cast esuna and small shields out, Eos was the healing faerie and was capable of a HoT and a very small aoe heal as well. These were all skills the player never had to activate, the pet did it on it's own. It felt like actually having a partner with you as the class story is again designed! The meme of the faerie doing the work was the reality! SCH would let the faerie begin most things solo while laying out DoTs and planning shield usage. Which is exactly how a tactician would do things.
      Also, for the love of all that is holy, give Bards MEANINGFUL buffs again! Let mage stance buff damage by 10%. Oh no it means every group wants a bard now....AND?! Bard is a class people groan and want to go away as it stands now. The buffs are not MEANINGFUL. The songs should all have a noticeable and immediate impact for the rest of the group. Damage jumping by 10%, crits landing far more often, direct hits landing more often, hell let one of the songs act as a heal over time (Bards originally had a healing limit break after all). The Bard needs to stop trying to be a mech or dancer and go back to it's original purpose, a buffer that increases the efficiency of the party.

  • @edgarlarios4718
    @edgarlarios4718 ปีที่แล้ว +1

    Wow. I've always only ever progged. Never recleared as I've never raided in the current expansion. At least not yet. I never thought about this problem.

  • @XIVMarce
    @XIVMarce ปีที่แล้ว +3

    really interesting video. Yeah healer is the class that suffers the most from the fun aspect. After learning the fight you basically became a robot in autopilot mode.

  • @happyhealsgaming7614
    @happyhealsgaming7614 ปีที่แล้ว +4

    The biggest problem in regards of this, is the style of the raid battle itself as well.
    In World of Warcraft everyone loves healing in that game, and that's because if you compare the fight, WoW raid-battle has alot of damage going out consistently and you know if you don't heal them you will start losing people during the raid. Occasional big raid damage, but most of the time it's the smaller constant mini-raid damage, and of course the tank-busters where the majority of these have absolutely no indicator/cast bar. Because of this, healing-classes in WoW have absolutely no Damage spells (Minus Priest) to work with and can focus on constantly healing through out the entire fight.
    In comparison, I'll use Savage since that is the more common end-game content people does and the majority of the player will experience first before ultimate. FFXIV raid follows a VERY set timing/rhythm/speed no matter how many times you do the fight. It doesn't matter what your ilvl is, or whatever healer job you play (This comes with the problem they mentioned with healer job in general), you'll be doing:
    The, Exact, Same, Healing, Timing, oGCD Usage, GCD usage, Every, Damn, Pull.
    While I love the raid-design of FFXIV for MANY reasons, I can easily see why healers find healing boring very quickly. Yes, during Prog is wonderfully fun because you don't KNOW how much damage something does or, when some form of damage comes along so you're healing more, DPS less. But once you clear a fight or progress 1 phase, the speed in which you're healing less and damaging more happens very quickly since the fights follow such a set rhythm and timing.
    Another issue, is that the Majority of the Raid Damage that happens in Savage Raid is designed where, "If Everyone is at Max Health and have 1 or 2 Mitigations/Heal, no one will die." and I think this is one of the problematic factor with damage in FFXIV Savage Raid. Alot of the Raid Damage isn't so lethal to the group, and with the amount of burst heals almost every healer can muster and every one else having some form of Mitigations, Healers can heal everyone LONG before a raid damage comes out and just press their 2 button DPS rotation for the next 30 seconds, or they can have everyone at max health before mechanic starts and don't have to worry AFTER the whole mechanic has finished. (I know Last Floors of Each Tier isn't like this, but the other 3 floors usually are designed like this)
    This is why Healing in Ultimate I think is where healers can REALLY have fun, cause you have to constantly heal in there for a good amount of the fight, and alot of the raid damage you know will still kill people if you're missing some shields/mitigations, as well as needing to do damage as well.
    For me they can do 2 things to make healer engaging in FFXIV raiding:
    Bring back the bigger need of Healer Damage while giving every healer some form of DPS rotation. For me Healer just needs to have something more engaging to do since, as mentioned alot of the Raid Damage they have to heal isn't so lethal. Both healer using 1 or 2 oGCD and someone using 1 mitigation or two covers almost EVERY raid damage/mechanic damage in Savage thus far, so if that's the case, give them a Damage Rotation of some kind, and the drive of "Healer NEEDS to do damage to help" more of a thing.
    Or
    Design fights in Savage Raid where MORE of the damage is actually lethal. Alot of healer will remember Almaghest from O4S and they will sing about it and talk about it cause my, GOD that raid damage was brutal (VERY heavy damage + spicy dot) where they actually FELT like being a healer for that fight. Making Savage Content's overall damage (Especially Raid Damage) a bit more lethal than it is now will atleast make healers feel like they're healing the fight and think of their rotation in healing more. No more "Oh, everyone is max health at the start of this mechanic, I don't have to heal anymore" mindset.

    • @wanderingraven
      @wanderingraven ปีที่แล้ว +1

      Two minute burst window set up is garbage, individual damage and healing responsibility is so much better and exciting.

    • @LeonardoBramante
      @LeonardoBramante ปีที่แล้ว +1

      It feels like they're starting to understand that designing for Savage now, since P10S has some HEAVY damage going out, multiple bleeds, and Harrowing Hell, if you're not trying to tank LB3 it, is a pure chaotic time healing. All that damage in such a small time, and you're trying to keep everybody up and running.

  • @EmvyBeats
    @EmvyBeats ปีที่แล้ว +1

    Just the load times make healer the best class

  • @bendonatier
    @bendonatier ปีที่แล้ว +2

    It's funny to me that healers are basically the only classes that still use mp as it's intended. DPS casters just lucid on cool down and it's fine, black mages, and dark knights use it like a job gauge. Paladins kinda use it, but it only really matters for clemency which they shouldn't use.
    Meanwhile between rez and various spells actually eating into your mana, I find it to be an actual struggle, and one I am personally not a fan of. My heals are already limited by cool down, or job resources, and the "punishment" for gcd healing is missing out on damage. Mana just serves as a more subtle gate that's only a factor when everyone else is doing poorly and dying.

    • @wanderingraven
      @wanderingraven ปีที่แล้ว

      I only really play SGE and AST and I haven't had issues on either of them unless I was just mindlessly spamming dps.
      The kits feel like mp is more of a brake on dps spam cause you need to keep doing your mp regain skills or suddenly run real fucking low.
      My whm is only 77 but man mp feels pretty bad playing that one

  • @seed2446
    @seed2446 ปีที่แล้ว

    I miss stoneskin, protect, and holy+cleric stance that made you one of the top dps.

  • @aezerie8239
    @aezerie8239 ปีที่แล้ว +13

    I really wish they would just give us at least ONE healer that's complex. You don't have to ruin the healer role for everyone by making everyone complex but you could at least give us one job that does to spice up farming and casual gameplay. It doesn't even have to be good, it could have some complex black mage level dps rotation and do less dps then white mage and I'd still be happy. Astro is close to that but its still brain dead at the end of the day, give card x to player x and y card to y player and it stays that way the entire fight. The old rng cards at least had some spice to it.

    • @wanderingraven
      @wanderingraven ปีที่แล้ว

      and it suffers from insanely reduced dps for it. While half the time randos won't really feel the effect of your cards cause bad rotas.
      Sge VS Ast expert roulettes is what pushed me over the edge to just leave Ast behind in casual content unless I'm helping really bad sprouts learn to tank

  • @highdefinist9697
    @highdefinist9697 ปีที่แล้ว

    While I overall agree with the assessment that "healing is too simple", I believe this is missing the point to a degree... for example, there is a 100-page guide out there, for an alternative, very complex, BLM-rotation which does "between 0.7% and 2% more damage". I observed similar issues in GW2: People putting a lot of effort to get slightly more optimized builds to get an additional 1% damage.
    However, there is absolutely no PvE content in either GW2 or FFXIV which rewards this degree of optimization (unless you set your own goals, like speedrunnning for example). So really, the problem is the same for healers and DPSes: There is simply no point in becoming "very good", it is just that this issue is a bit more obscured when played a DPS, because you can at least "make arbitrary irrelevant numbers go slightly higher".
    I am not sure what the solution is, either, but to me it seems like games like FFXIV or GW2 are simply not constructed around being interesting at a very high skill level, and there are various reasons why the developers do not put serious effort into improving this.
    So... the somewhat dissatisfying, but probably correct answer is that, if you want to have a serious challenge in FFXIV or GW2, you need to make up your own challenge (like the above mentioned "trying to get high numbers", or speedrunning, or clearing with artificial limitations), or you just have to play another game instead.

  • @kfk4441
    @kfk4441 ปีที่แล้ว

    I would like a healer damaging combo, and If I do it I get a reward, maybe a big single heal, I turn one GCD into a oGCD once, or it explodes as a regen.
    Maybe we go a bit to the extreme and we give it a posicional at the last hit and depending where it lands you get one effect or another (no extra damage, a supportive one).
    Not because "I want to be more Op" but to have a fun minigame I could time during the fight, I'd like my whm lillies to do more than just be an instant cure 2, maybe have a % of proc of making the next cure 2 more powerful? maybe that way I'll place cure 2 on my hotbar again. Something

  • @eldon498
    @eldon498 ปีที่แล้ว +2

    Started in shadow bringers. Probably would have quit the game in Heanvensward back doing release if I had to switch stances to heal or had to cross class. Honestly needless complex for the sake of being pedantic. Glad it got better.

    • @CaerEsthar
      @CaerEsthar  ปีที่แล้ว +2

      Yeah I don’t think stance dancing is the solution either. “Optimization” would be just “don’t use Cleric stance”

  • @rubygraves978
    @rubygraves978 ปีที่แล้ว

    I didn't played old Scholar, but I like the idea of costly DMG skill that takes a lot of mana. I never run out of mana on Scholar. It's kinda sad to have all the mana regen stuff, that don't really mater much.

  • @medivh1035
    @medivh1035 ปีที่แล้ว

    Lo, l enjoyed the simplicity. I would purposefully wait for echo, so l can watch strat video and just one pull the boss and don't eeven have to use ogcd skills

  • @Animah3
    @Animah3 ปีที่แล้ว +3

    "How HEALING Has CHANGED In FFXIV" Nah man it's always been boring as shit 💀
    jk love ur content caer

    • @CaerEsthar
      @CaerEsthar  ปีที่แล้ว +1

      😂

    • @Zoeila
      @Zoeila ปีที่แล้ว

      clearly you didnt play in ARR or HW

  • @ChrisWizzerd
    @ChrisWizzerd ปีที่แล้ว +1

    Appreciate your vid bro, but as a DPS main I can't say I've ever paid attention to how healing has evolved... Just as long as I get that heal 😂

  • @dirtbag7378
    @dirtbag7378 ปีที่แล้ว +7

    ffxiv healing is so brain dead zzz sage is prob the most fun, but i'd still rather play dps

  • @Illecron
    @Illecron ปีที่แล้ว

    I like the healer right now because I don't need to do rotations and the task of babysitting everyone else is enough to let the tanks and dps's do their rotations if they have to but leave the healers alone we are the jobs that have to do 3 if not 4 different things in dungeons and so one and the thing is keeping the stupid tank and dps's alive move for mechanics dps the boss and that is at the same time add a rotation to this thing and you'll see so much more people leave the healing role if you want a complicated rotation play dps don't destroy my job for it

  • @valkyrise1148
    @valkyrise1148 ปีที่แล้ว

    Healing is awful in this game. So boring. Should make 1 healer the standard for all content. Two people being bored is criminal. Actually.... none would be best. Or make the OT the one healer.... melee healers are fun. This way we don't need to rely on the dress wearing ranged spooked people hanging out in Narnia casting glare *vomit*.

  • @eolendes6432
    @eolendes6432 ปีที่แล้ว +3

    The tragedy of Healer design:
    Your reward for knowing your class, optimizing cooldowns and working with your Co-healer is more broil/glare/malefic/dosis spam.

  • @HyouVizer
    @HyouVizer 10 หลายเดือนก่อน

    4.0 launch, SCH spells became very expensive. Burned through MP like crazy. Eventually unnerfed it but damn those first weeks were rough leveling it.